Ancient Maze (starring Mathilda Ayume) by Linky439

Mathilda Ayume is a famous explorer, as she scouts the world's hidden treasures alongside her teammate for the last twelve years, Rodolphe Digdurt.
The two of them are now aiming at the treasure of the Ancient Maze, a cave so deadly no explorer ever came back alive from. However, as Mathilda jumped first inside the cave, Rodolphe closed the entrance on her, explaining it was his masterplan to avenge the fact Mathilda refused to date him when they started working together!
Now, Mathilda is left all alone in the darkness of the Ancient Maze. Find the treasure to exit the cave!

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Controls: - Arrow keys: move around - "X" key: Push large boulders (after collecting the "BOOT" power-up) - "C" key: Drill through cracked walls (after collecting the "DRILL" power-up) - "V" key: Ride on the water (after collecting the "RAFT" power-up)

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Walk on a campire fire (lit or not) to save the progress. Upon dying, you return to the latest campfire you visited.
Mathilda dies in one hit, unless you find the optionnal "HEART" power-up. A final optionnal power-up is the "TORCH" power-up, that allows you to see a bit further away around you.

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Game made by Linky439 for Ludum Dare 48.
Graphics, code, game design, audio by Linky439.
Fonts: "Press Start 2P" by Codeman38 and "Alkhemikal" by jeti
I made the game in a little less than a day of work due to personal constraints. Oh well, that was fun nonetheless!
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A fixed version has been published 8 hours after the original to remove the debug cheats, no other changes has been made.
If you play the original version, make sure you don't press the "N" key (goes to the next room and can get you inside walls), the "G" key (restarts the whole game) or the "Backspace" key (restarts the room you are in).
| Link | https://linky439.itch.io/ancient-maze-starring-mathilda-ayume |
| Link | https://linky439.itch.io/ancient-maze-starring-mathilda-ayume |
| Original URL | https://ldjam.com/events/ludum-dare/48/ancient-maze |
Ratings
| Overall | 263th | 3.688⭐ | 26🧑⚖️ |
| Fun | 391th | 3.417⭐ | 26🧑⚖️ |
| Innovation | 735th | 2.688⭐ | 26🧑⚖️ |
| Theme | 409th | 3.646⭐ | 26🧑⚖️ |
| Graphics | 125th | 4.042⭐ | 26🧑⚖️ |
| Audio | 190th | 3.625⭐ | 26🧑⚖️ |
| Mood | 111th | 3.875⭐ | 26🧑⚖️ |
| Given | 24🗳️ | 24🗨️ |
Je pense que tu avais la volonté de faire de pas si accessible que ça mais sans que ça soit un enfer non plus, je trouve que c'est réussi !
Au début les déplacements pixels par pixels et les collisions strictes m'ont un peu gênées, mais au final on intègre bien ces contraintes et le jeu se joue un peu de ça dans les différentes difficultés qu'on trouve.
Quelques pistes d'améliorations, au cas où :
* Toute la première partie du jeu, j'espérais vraiment avoir un power up pour agrandir le halo lumineux autour du perso. C'est super que tu l'ais fait, c'était une bonne surprise feel good.
* Je trouve dommage qu'il n'y ait pas d'indicateur visuel ou sonore pour mieux saisir les cycles de danger des pièges (canons et pointes) : on se retrouve souvent à attendre pour rien devant les traps car on ne sait pas si le cycle va se déclencher ou si au contraire on a le temps. C'est le plus gros point de frustration pour moi
* Cela manque peut-être d'1 ou 2 checkpoints, certains passages sont assez punitifs et c'est dommage de devoir recommencer une si grosse portion du niveau. Je pense notamment au cul de sac juste avant un checkpoint en haut à droite de la seconde map
* Peut-être du détail, mais changer la palette de couleur du décor donnerait une plus grande sensation de progression quand on change d'étage !
Encore bravo, c'était super chouette j'ai bien apprécié :slight_smile:
Great work!!
:heavy_check_mark: The game was truly infuriating, but in the good way. It is difficult, but not punishing*.
The visual style fits very well together, and the sound effects are good too, although a few of them seem to be missing (like the "cannon" trap).
The "torchlight" upgrade was HUGE, it's like a different game with it.
:x: I agree with pretty much everything @mexou has said:
- the traps cycle is very hard to determine because there ir no sound feedback or anything like that
- as there are some hard spots close to new checkpoints, it feel bad to die just before one, which sadly happens multiple times :slight_frown:
- all the floors feel a little samey, differentiated only but the (scarce) use of the power-ups, and a greater number of traps
:(

It says it contains viruses.
@patvanmackelberg @mexou @arista @vitor-figueredo @antonishig @automatonvx @noxymu5 @boxedmeatrevolution @alina-baybulatova @kfischer-okarin Thanks for your feedbacks! Yeah, the hitbox can be sometimes a bit tough to read, but it's nice to see you enjoyed the game!
Great entry!
So to the game itself: Incredibly solid entry for a COMPO! It did take me a bit until I made it through, but it definitely was worth it :D
Stellar work on the presentation. The art is very clean and conveys the purpose of most objects well. I did end up dying plenty to stage hazards anyway, but that's my own fault. The level feels a little convoluted at times, but as far as the theme goes I wouldn't have it any other way.
The music is great for the style. I do feel like some measures get a little chaotic here and there. The unusual time signature and syncopation gives off a sort of sea shanty feel to the track that really adds something to the game, and I'd love to hear the song on its own outside of the game.
I did have the audio cut out once or twice, and I'm not sure if this is a game issue or the fact that I ran the game on Linux. That's basically it for bugs.
All in all, this is a great entry, and that's ignoring the time it took. The fact that you not only submitted it for Compo but didn't even use the full Compo time is awesome, and makes me wonder what you would have changed with a little more time.